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Game Information

Alignment

  • Any

Hit Die

  • d10

Starting Gold

  • 300 GP

Class Skills

The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Fishing (Wis), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Prospecting (Lck), Ride (Dex), Scavenge (Lck), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

  • Skill Points at 1st Level: (6+INT mod) x 4
  • Skill points at Each Additional Level: 6 + INT mod

Table: The Ranger

Ranger Table.png

Class Features

Armor and Weapon Proficiencies

A ranger is proficient with all simple and martial weapons, handguns, long guns, sniper rifles and with light armor and shields (except tower shields).

Favored Enemy (Ex)

Table: Favored Enemies

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus which may used on weapon damage rolls, attack rolls, or both (being split at the ranger's discretion) against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

If the type of creature chosen is normally immune to critical hits, at 5th level the ranger has a 25% chance to ignore their immunity. At 10th level this increases to 50%, and at 15th level they ignore their favored enemy's immunity to critical hits.

Runic Hunter (Sp):

Starting at 1st level a ranger gains some inherent magical abilities aside from his spellcasting. He gains a Spell-Like ability that he may use 3/day, emulating a spell from the 1st level Ranger spell list. At his discretion, he may instead choose to have 3 Spell-Like abilities that he may use 1/day each. Each spell like ability appears as a faintly glowing blue rune on his body, similar to a magical tattoo. The runes glow more brightly when he invokes their power, but do not hinder his ability to hide or blend into the darkness.

At 3rd level, he gains additional runic powers, and may add another Spell-Like ability 3/day drawn from the 2nd level Ranger spell list (or 3 Spell-Like abilities used once per day at his discretion). Similarly, at 5th level he may gain powers drawn from the 3rd level Ranger spell list and at 7th level he may gain powers drawn from the 4th level Ranger spell list (facing the same limitations and options as those gained at previous levels).

The runes can appear in any size or shape on the ranger’s body, and are often symbolic of the power they hold. Once the powers are selected, the ranger may not change them until he gains another level in ranger. In which case, he may change what spells are emulated (which likely changes the appearance of the rune) or if it is a single Spell-Like ability for 3/day or three Spell-Like abilities for 1/day. If the ranger chooses to emulate three spells as 1/day Spell-Like abilities, they must be different spells from each other.

Spells

Table: Ranger's Spells per Day

A ranger casts a small number of divine spells which are drawn from the druid spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger's Spells per Day. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger's Spells per Day indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a druid does, though he cannot lose a prepared spell to cast a summon nature’s ally spell in its place. A ranger may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Track

A ranger gains Track as a bonus feat.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of the following combat styles to pursue: Archery, Big Game Hunter, Crossbow/Guns, Highlander, Outrider, Stalker, Thrown Weapon, or Two Weapon Combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. He is treated as having the following feat even if he does not meet the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  • If the ranger selects the archery style, he is treated as having the Rapid Shot feat.
  • If the ranger selects the big game hunter style, he is treated as having the Combat Expertise feat.
  • If the ranger selects the crossbows/guns style, he is treated as having the Rapid Reload feat.
  • If the ranger selects the highlander style, he is treated as having the Power Attack feat.
  • If the ranger selects the outrider style, he is treated as having the Mounted Combat feat.
  • If the ranger selects the stalker style, he is treated as having the Stalker feat.
  • If the ranger selects the thrown weapon style, he is treated as having the Precise Shot feat.
  • If the ranger selects two-weapon combat style, he is treated as having the Two-Weapon Fighting feat.

Woodland Stride (Ex)

Starting at 2nd level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Endurance

A ranger gains Endurance as a bonus feat at 3rd level.

Explorer (Ex)

A 3rd level ranger always knows what direction north is from his current position, as long as he is in an environment that has a north. Additionally he may use his Wisdom modifier in place of his Intelligence on Knowledge (Nature) and Knowledge (Geography) skill checks.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion as if he were a 1st level druid. If the campaign takes place wholly or partly in an aquatic environment, follow the same rules that apply to druids. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is three levels lower than his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is three levels lower than his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Evasion (Ex)

At 5th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Expert Explorer (Ex)

A 6th level ranger gains both a climb speed and a swim speed equal to half of his land speed. Additionally, a he may cast Lay of the Land once per day as a spell like ability at a caster level equal to his hit dice.

Improved Combat Style (Ex)

At 6th level, a ranger’s aptitude in his chosen combat style improves. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He is treated as having the following feat even if he does not meet the normal prerequisites for that feat. He loses all benefits of his combat style when wearing medium or heavy armor.

  • If he selected the archery style at 2nd level, he is treated as having the Manyshot feat.
  • If he selected the big game hunter style at 2nd level, he is treated as having the Underfoot Combat feat.
  • If he selected the crossbows/guns style at 2nd level, he is treated as having the Rapid Shot feat.
  • If he selected the highlander style at 2nd level, he is treated as having the Great Cleave feat.
  • If he selected the outrider style at 2nd level, he is treated as having the Trample feat.
  • If he selected the stalker style at 2nd level, he is treated as having the Improved Stalker feat.
  • If he selected the thrown weapon style at 2nd level, he is treated as having the Quick Draw feat.
  • If he selected the two-weapon combat style at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat.

Camouflage (Ex)

A ranger of 7th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Hide in Plain Sight (Ex)

While in any sort of natural terrain, a ranger of 9th level or higher can use the Hide skill even while being observed.

Seasoned Explorer (Ex)

A 9th level ranger can take 10 on Knowledge (Nature), Knowledge (Geography), and Knowledge (Dungeoneering) checks, and he can cast Tree Stride 1/day as a druid equal to his class level. He also always know the direction towards the nearest tree from his current position. He does not know the distance from his position, but has a general idea of whether it is near or far it may be.

Perceptive Tracker (Ex)

At 10th level, a ranger never takes longer than a full-round action to find tracks with a Survival check. A second roll is still required to follow any discovered tracks.

Mastered Combat Style (Ex)

At 11th level, a ranger’s aptitude in his chosen combat style improves again. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He is treated as having the following feat even if he does not meet the normal prerequisites for that feat. He loses all benefits of his combat style when wearing medium or heavy armor.

  • If he selected the archery style at 2nd level, he is treated as having the Improved Precise Shot feat.
  • If he selected the big game hunter style at 2nd level, he is treated as having the Confound the Big Folk feat.
  • If he selected the crossbows/guns style at 2nd level, he is treated as having the Penetrating Shot feat.
  • If he selected the highlander style at 2nd level, he is treated as having the Improved Critical feat with all two handed melee weapons.
  • If he selected the outrider style at 2nd level, he is treated as having the Improved Mounted Combat feat.
  • If he selected the stalker style at 2nd level, he is treated as having the Greater Stalker feat.
  • If he selected the thrown weapon style at 2nd level, he is treated as having the Far Shot feat.
  • If he selected the two-weapon combat style at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat.

Survivalist (Ex)

At 11th level, the ranger becomes so certain in the use of Survival that the character can use it reliably even under adverse conditions. When making a skill check with Survival, the ranger may take 10 even if stress and distractions would normally prevent the character from doing so. Additionally, he can make "get along in the wild" checks while moving at his full overland speed, and he can make Survival checks to gain a bonus on Fortitude saves against severe weather while moving at his full overland speed.

Experienced Tracker (Ex)

At 12th level, a ranger takes a standard action to find tracks with a Survival check, allowing the character to simultaneously move at his speed.

Ranger's Gambit (Ex)

Table: Ranger's Gambit

A 13th level ranger may target specific parts of his quarry's body for attacks as denoted in Table: Ranger's Gambit, granting him added effects to his attacks. The quarry must have a discernible anatomy in which the affected body parts must be present to be targeted. Certain listed targetable areas are not literal, and may be substituted for appropriate physiology at the DM's discretion.

Instinctive Tracker (Ex)

At 14th level, a ranger takes a move action to find tracks with a Survival check, allowing the character to simultaneously move at his speed.

Hunter's Mark (Ex)

In combat, a ranger of 15th level or higher may designate an enemy that he can see as his mark as swift action. For the next hour per level, the ranger's critical threat range and multiplier increases by 1 against that specific enemy. A ranger may only mark one enemy at a time, and cannot change the mark until the mark has either been defeated in combat, the duration expires, or the ranger rests for at least 8 hours. These effects are doubled if his mark is a favored enemy.

Master Tracker (Ex)

At 16th level, a ranger takes a free action to find tracks with a Survival check, allowing the character to move uninhibited or run should he choose.

Perfected Combat Style (Ex)

At 16th level, a ranger’s aptitude in his chosen combat style improves yet again. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He is treated as having the following feat even if he does not meet the normal prerequisites for that feat. He loses all benefits of his combat style when wearing medium or heavy armor.

  • If he selected the archery style at 2nd level, he is treated as having the Swarm of Arrows feat.
  • If he selected the big game hunter style at 2nd level, he is treated as having the Epic Combat Expertise feat.
  • If he selected the crossbows/guns style at 2nd level, he is treated as having the Instant Reload feat.
  • If he selected the highlander style at 2nd level, he is treated as having the Awesome Blow feat.
  • If he selected the outrider style at 2nd level, he is treated as having the Legendary Rider feat.
  • If he selected the stalker style at 2nd level, he is treated as having the Bane of Enemies feat.
  • If he selected the thrown weapon style at 2nd level, he is treated as having the Storm of Throws feat.
  • If he selected the two-weapon combat style at 2nd level, he is treated as having the Perfect Two-Weapon Fighting feat.

Dangerous Game (Ex)

For every round the ranger is in combat with a favored enemy, his favored enemy bonus against them increases by 1. If a round is spent where he is not attacking his favored enemy, but they are attacking him, the favored enemy bonus increases by 1d6 that round instead. Successfully damaging his favored enemy resets his favored enemy bonus at the beginning of the next round.

For the purposes of this class feature, being in combat is defined as either using an attack action against an enemy, or the enemy using an attack action against the ranger.

The Hunt (Ex)

At 18th level, a ranger always intuitively knows where his mark is. He knows what direction his mark is from his position, but not the specific distance. He has a general idea of whether the mark is near or far, the well-being of his mark (and any conditions they may be under), and he knows if his mark is on the same plane as he is. If his mark leaves the plane, the ranger automatically knows what plane the mark traveled to. Even if the mark is invisible, the ranger can pinpoint the square(s) occupied by his mark if they are within 100ft of him.

Mark of Death (Ex)

At 19th level, when a ranger marks his quarry they become marked for death. The ranger's critical threat range for attacks made against his mark increases by 1 (stacking with increases from Hunter's Mark and other sources such as the Keen enchantment or the Improved Critical feat). If he succeeds on scoring a critical hit against them, his mark must make a Fortitude save (at a DC equal to the 10 + 1/2 ranger level + Wis bonus) or die instantly. Creatures immune to death effects instead take an additional 3d6 points of damage per critical hit (no save). Mark of Death is a death effect.

Trophy Hunter (Ex)

A 20th level ranger gains enhanced abilities from wearing trophies made from his enemies. He gains the Trophy Collector feat even if he does not meet the prerequisites for the feat. He can make trophies for any item slot and he may wear his trophies in addition to magic items he may already have on (only one trophy per slot), and the CR of the creature may be a minimum of 20. Each trophy also gives him +1 natural armor bonus, a +6 enhancement bonus to an appropriate ability score (usually the highest of the creature), and he may emulate a single special attack or quality (designated at the creation of the item) of the creature. For example, a 20th level ranger wearing the pelt of an ancient Red Dragon may gain +1 natural armor, +6 enhancement bonus to Strength, and an immunity to fire.

Variants

The ranger by default represents an archetype of characters who have learned to adapt to nature, who like druids have mastered divine magic to better serve their purposes. The following variants are twists on the ranger class.

Ranger Variants
Base - Planar - Spell-Less - Urban

Alternate Class Features

Alternate Styles

Not all rangers are equally combat oriented. Instead of a combat style, some rangers take more utilitarian approach and adopt an alternate style.

  • Replaces: Combat Style, Improved Combat Style, Mastered Combat Style, Perfected Combat Style.
  • Benefit: At the cost of his combat styles, the ranger gains some utility.
    • Alternate Style (Ex): At 2nd level, a ranger must select one of the following alternate styles to pursue: Explorer, Hardy, Magical, or Trapper. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. He is treated as having the following feat even if he does not meet the normal prerequisites for that feat. The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
      • If the ranger selects the Explorer style, he is treated as having the Frontiersman feat.
      •  If the ranger selects the Hardy style, he is treated as having the Improved Toughness feat.
      •  If the ranger selects the Magical style, he is treated as having the Combat Casting feat.
      •  If the ranger selects the Trapper style, he is treated as having the Finder feat.
    •  Improved Alternate Style (Ex): At 6th level, a ranger’s aptitude in his chosen alternate style improves. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He is treated as having the following feat even if he does not meet the normal prerequisites for that feat. He loses all benefits of his combat style when wearing medium or heavy armor.
      •  If he selected the Explorer style at 2nd level, he is treated as having the Emissary feat.
      •  If he selected the Hardy style at 2nd level, he is treated as having the Diehard feat.
      •  If he selected the Magical style at 2nd level, he is treated as having the Craft Magic Arms and Armor feat.
      •  If he selected the Trapper style at 2nd level, he is treated as having the Haggler feat.
    •  Mastered Alternate Style (Ex): At 11th level, a ranger’s aptitude in his chosen alternate style improves again. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He is treated as having the following feat even if he does not meet the normal prerequisites for that feat. He loses all benefits of his combat style when wearing medium or heavy armor.
      •  If he selected the Explorer style at 2nd level, he is treated as having the Uncanny Alertness feat.
      •  If he selected the Hardy style at 2nd level, he is treated as having the Roll With It feat.
      •  If he selected the Magical style at 2nd level, he is treated as having the Spontaneous Summoner feat.
      •  If he selected the Trapper style at 2nd level, he is treated as having the Hunter's Den feat.
    •  Perfected Alternate Style (Ex): At 16th level, a ranger’s aptitude in his chosen alternate style improves yet again. As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He is treated as having the following feat even if he does not meet the normal prerequisites for that feat. He loses all benefits of his combat style when wearing medium or heavy armor.
      •  If he selected the Explorer style at 2nd level, he is treated as having the Polyglot feat.
      •  If he selected the Hardy style at 2nd level, he is treated as having the Damage Reduction feat.
      •  If he selected the Magical style at 2nd level, he is treated as having the Augmented Alchemy feat.
      •  If he selected the Trapper style at 2nd level, he is treated as having the Epic Trapfinding feat.

Favored Environment

Table: Favored Environments

Instead of selecting a type of creature against which to apply a bonus on certain skills and damage rolls, the ranger selects a specific natural environment and gains bonuses when in that environment.

  • Replaces: Favored Enemy
  • Benefit: see below

At 1st level, a ranger may select a natural environment from among those given on Table: Favored Environments. Due to the ranger's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that environment. He also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground environments, if the ranger has selected underground as a favored environment).

At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the ranger may select an additional favored environment from those given on the table and gains an identical bonus on the appropriate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2. For example, a 5th-level ranger has two favored environments. In one he has a +4 bonus on the appropriate skill checks, and in the other he has a +2 bonus. At 10th level, he has three favored environments, and he gains an additional +2 bonus, which he can allocate to any of his three favored environments. Thus, his bonuses could be either +4, +4, and +2 or +6,+2, and +2.

If the ranger chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest).

The game master may rule that a ranger can't select an environment that he has never visited.

Dangerous Game applies to all enemies within a ranger's favored environment.

No Style

A ranger might forgo training in weapon combat in exchange for the ability to take animal form and move swiftly through the woodlands.

  • Replaces: Combat style, improved combat style, mastered combat style, perfected combat style.
  • Benefit: Gain Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian).

House Rules

  • Any chaotic good male drow rangers who duel wield scimitars, have a panther animal companion, and prefer to work alone die immediately and horribly painfully. Other players are encouraged to throw garbage at the offending player.
Base Classes
Adept - Archaeologist - Archivist - Aristocrat - Barbarian - Bard - Battle Dancer - Beguiler - Cleric - Commoner - Dragon Shaman - Dread Necromancer - Druid - Duskblade - Expert - Favored Soul - Fighter - Healer - Hexblade - Incarnate - Knight - Marshal - Monk - Ninja - Paladin - Pistolero - Psion - Psychic Rogue - Psychic Warrior - Ranger - Rogue - Samurai - Scout - Shugenja - Sorcerer - Soulborn - Soulknife - Spellthief - Spirit Shaman - Swashbuckler - Totemist - Warlock - Warmage - Warrior - Wilder - Wizard - Wu Jen
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